I can confirm this works great! Built the "iron beast 32 village" on the Switch and the 16 on the PS4. Thank you for the great tutorial.. I'll be keeping my eye out for the 64 village farm.
I built this over the weekend in my survival game. I'm encountering a number of problems, I'm sure all due to my own mistakes.
First, the clock activated by itself during building. It was going really fast, and I couldn't work out what was happening as I was following the excellent video precisely. Much later, when it came time to put items in the hoppers and droppers near the end of the build, I discovered a single piece of dirt in the clock hoppers. Presumably this is what triggered it. The dirt likely came from the scaffolding I was using, and fell into the hopper when I broke the scaffolding close to it.
I was able to finish the design as planned despite the moving clock. But this left me with lingering worries that it would somehow affect the final device. (I'm still a total novice at redstone, and I have no clue how most of the circuits work.)
Next, I had some problems with villagers popping out of their cage. I ended up expanding the cage temporarily, but finally managed to fix everything and get it back to its proper design. Probably related to this: my villagers started breeding in their cage. I discovered that one of the side pieces of glass was missing, and eventually replaced it with a block of sand, since it's impossible to place glass with all those villagers jostling for space inside the box.
But by far my biggest problem came at the very end, when everything was done: I turned it on, and the clock ran, but the villagers on pistons are not going up or down. The starting clock (with the 64/64/48 stacks) seems to be working fine, but after it runs its course the redstone above the forges lights up, but nothing happens after that.
Worse, after a few stages of waiting then pressing the button to reset and start again, now the clock itself has stopped moving altogether.
The villagers on pistons do work if powered directly, and the villagers on mine carts seem to be moving as designed, so I'm thinking the problem must be somewhere in the main engine part of the farm.
I'm at a bit of a loss as to what to do. I'm thinking perhaps it would help if I built a glass engine room round the main mechanism in the south of the farm, to provide better access. Once I have that, I can go through the video to check everything in that part once again.
Does anyone have any advice beyond this? I'm really excited to get it working properly.
Success!! I went through the latter part of the video again checking, and it turns out I managed to forget to place a comparator. It's all working fine now. Thanks for this amazing design!
A couple of questions in case someone here knows the answer...
I seem to get quite a few straggler golems spawning outside the spawn areas. So far I've had two in the western doors, one on the rail track blocking one of the villagers, and a couple more in seemingly random places.
Could this be due to doors on the ground down below? My kids have been building houses there while I was building the factory.
For that matter, is it safe to put doors at ground level below the factory, or will this cause problems?
It's working a charm. I'm really impressed with the design of this thing — it's a pleasure to watch in action, and I'm in the midst of building viewing platforms to allow me to watch it from various different angles.
I've hit a slight snag, with one of my piston villagers mysteriously disappearing. I guess he must have despawned for some reason, but I can't think why. This appeared to happen when we all moved away from the area of my foundry, so I guess it got unloaded for the first time since we built it. It's not a problem, I just have to replace him with a new villager — and this time I won't have any worries about leaving him sitting in the mine cart I'll use to transport him. I could make hundreds of the things now, thanks to the foundry!
The doors below will cause problems if there are villagers to detect them. If there are golems spawning outside the spawn floors after its done building then they are interfereing. There can also be golems that spawn outside the killing floor during building. While the farm is building the village being built is not centered perfectly on the spawn platform, has enough doors and the correct population, so they can spawn on the west door housing, the rail that the detector villager rides on on the west side, the closest sattelite doors on the west side, and the wiring at the back of the east housing. I used magma blocks to stop this from happening. Slabs and glass do not work, as golems ignore transparent blocks that their hitbox runs into during a spawn attempt. Just place/replace magma blocks where you see spawns and that will take care of that.
Disappearing villagers can be a couple things. If your farm is built in a biome where it rains lightning can strike them and turn them into witches. This can be prevented by placing a 7 x 7 roof of glass centered on the villager with 7 (or more, but no less) blocks of air space in between. If you don't turn the farm off before you leave and villagers get moved while they are in lazy chunks then they can glitch through and fall out, so try to remember to turn the farm off before you leave, and wait for the redstone to stop completely. Theres also zombies, if there is any way to get the villagers they will find it, so keep an eye open for that too. Hope that helps.
So if I understand correctly, the extra golems should only spawn during the first phase after turning the factory on? I.e. when it's building itself. That would explain a lot.
This seems like a really silly question, but how exactly do you turn off the factory? I'm a little vague about the controls. Obviously I know that the button turns it on/starts the build sequence, but there wasn't any other explanation in the video. Does the lever do something different?
For villagers, I've seen one glitching out of the holding box too. Thanks for the explanation of why this may occur. I was playing on peaceful mode (my kids don't like fighting monsters), so if the villager got struck by lightning would he just have vaporised? I prefer the lightning explanation to the glitching, though, since it's easy to protect against lightning while glitching can't be controlled.
One more question: does the console limit of 50 villagers apply to the whole world, or just to an individual area? I'd like to breed some more villagers elsewhere (far away from my factory), but I'm worried what effect this may have on the villagers at the factory. It would be a pain if they despawned or disappeared.
Yes, you should only see extra golems during the building phase.
I'm having trouble remembering exactly how Will wired it up (my farm is my own design based on the same layout Will used) , but I think the lever and the button are on the same block. Flipping the lever on will shut the farm off if thats the case. The detector villagers should return to the front, and the sky access shutters should close, just like if you reset it with the button, but it will stay inoperable untill you turn the lever back off. If you do this every time you leave the area you will never loose a villager due to glitching. The problem occurs when the chunks the farm is in change from entity processing to lazy processing. If the pistons the villagers are standing on extend while the chunks are lazy processing (lpc) then the block moves but the villager does not because entities are not processed in lpc's, but redstone works fine.
Yes, the villager would simply die in peaceful mode if struck by lightning.
As for the villager cap, the hard cap applies to loaded areas only. So it is possible to have hundreds of villagers in a world and as long as there isn't more than 50 in one loaded area. Should you get more than 50 in one spot they may start to despawn slowly untill the number is less than or equal to 50. I say may because this seems to change from update to update, there have been times that other players have reported being able to store hundreds of villagers in one spot without any despawning, and some, including myself, have actually witnessed villagers despawn. I play it safe and keep the population at 50 or less in any one area. There is also a breeding cap, which is different from the hard cap. In a given loaded area villagers will stop reproducing when the population reaches 34. The hearts will continue to appear, but no more babies will be made. So, if your plan is villager powered crop farms and a trading center, etc then you will need to plan accordingly. I have one of unarybit's villager crop farms to feed my breeder, the breeder itself which contains 9 villagers (four breeding pairs and one detector villager), and then a sorting area where I unlock trades and decide if I want to keep the villagers my breeder makes. I have a seperate area 500 blocks away where I keep good farmers and I have four unarybit crop farms that produce crops to trade to the farmers to get emeralds/ mend tools and armor. I keep a couple clerics at my gold farm and at my general mob farm to get rid of the rotten flesh and get lapis and redstone, also out of render distance of the breeder. And finally I send librarians to the end where they live in Whitecoat Hall. Also my iron farm has 47 villagers in it. The point is, by spreading out my installations I can have lots of automatic crop farms, farmers to trade with, clerics to trade with, librarians that sell every enchanted book, and a 64 village iron farm that makes 2600 iron an hour, and I can breed more villagers any time I want to.
Hey guys so I built this farm and it does not seem to be working correctly, I start the farm and that will be the only time the villagers in Minecraft move, I don't know whether or not they are supposed to move more than once or what it is, and in the middle of the part where he is showing the main Redstone he says he forgot to show 2 Redstone torches blocks and a Redstone dust, I built the farm exactly the same as what I saw and for what I could hear about but I don't what those were
Can you post screenshots? I can help you get it working, but I gotta see your redstone. I need to see the area at the back where the clock and hopper chain are. From several angles if possible. Its probably something really simple.
Hey, guys. I made this for the console community.
I can confirm this works great! Built the "iron beast 32 village" on the Switch and the 16 on the PS4. Thank you for the great tutorial.. I'll be keeping my eye out for the 64 village farm.
I built this over the weekend in my survival game. I'm encountering a number of problems, I'm sure all due to my own mistakes.
First, the clock activated by itself during building. It was going really fast, and I couldn't work out what was happening as I was following the excellent video precisely. Much later, when it came time to put items in the hoppers and droppers near the end of the build, I discovered a single piece of dirt in the clock hoppers. Presumably this is what triggered it. The dirt likely came from the scaffolding I was using, and fell into the hopper when I broke the scaffolding close to it.
I was able to finish the design as planned despite the moving clock. But this left me with lingering worries that it would somehow affect the final device. (I'm still a total novice at redstone, and I have no clue how most of the circuits work.)
Next, I had some problems with villagers popping out of their cage. I ended up expanding the cage temporarily, but finally managed to fix everything and get it back to its proper design. Probably related to this: my villagers started breeding in their cage. I discovered that one of the side pieces of glass was missing, and eventually replaced it with a block of sand, since it's impossible to place glass with all those villagers jostling for space inside the box.
But by far my biggest problem came at the very end, when everything was done: I turned it on, and the clock ran, but the villagers on pistons are not going up or down. The starting clock (with the 64/64/48 stacks) seems to be working fine, but after it runs its course the redstone above the forges lights up, but nothing happens after that.
Worse, after a few stages of waiting then pressing the button to reset and start again, now the clock itself has stopped moving altogether.
The villagers on pistons do work if powered directly, and the villagers on mine carts seem to be moving as designed, so I'm thinking the problem must be somewhere in the main engine part of the farm.
I'm at a bit of a loss as to what to do. I'm thinking perhaps it would help if I built a glass engine room round the main mechanism in the south of the farm, to provide better access. Once I have that, I can go through the video to check everything in that part once again.
Does anyone have any advice beyond this? I'm really excited to get it working properly.
Success!! I went through the latter part of the video again checking, and it turns out I managed to forget to place a comparator. It's all working fine now. Thanks for this amazing design!
A couple of questions in case someone here knows the answer...
I seem to get quite a few straggler golems spawning outside the spawn areas. So far I've had two in the western doors, one on the rail track blocking one of the villagers, and a couple more in seemingly random places.
Could this be due to doors on the ground down below? My kids have been building houses there while I was building the factory.
For that matter, is it safe to put doors at ground level below the factory, or will this cause problems?
It's working a charm. I'm really impressed with the design of this thing — it's a pleasure to watch in action, and I'm in the midst of building viewing platforms to allow me to watch it from various different angles.
I've hit a slight snag, with one of my piston villagers mysteriously disappearing. I guess he must have despawned for some reason, but I can't think why. This appeared to happen when we all moved away from the area of my foundry, so I guess it got unloaded for the first time since we built it. It's not a problem, I just have to replace him with a new villager — and this time I won't have any worries about leaving him sitting in the mine cart I'll use to transport him. I could make hundreds of the things now, thanks to the foundry!
The doors below will cause problems if there are villagers to detect them. If there are golems spawning outside the spawn floors after its done building then they are interfereing. There can also be golems that spawn outside the killing floor during building. While the farm is building the village being built is not centered perfectly on the spawn platform, has enough doors and the correct population, so they can spawn on the west door housing, the rail that the detector villager rides on on the west side, the closest sattelite doors on the west side, and the wiring at the back of the east housing. I used magma blocks to stop this from happening. Slabs and glass do not work, as golems ignore transparent blocks that their hitbox runs into during a spawn attempt. Just place/replace magma blocks where you see spawns and that will take care of that.
Disappearing villagers can be a couple things. If your farm is built in a biome where it rains lightning can strike them and turn them into witches. This can be prevented by placing a 7 x 7 roof of glass centered on the villager with 7 (or more, but no less) blocks of air space in between. If you don't turn the farm off before you leave and villagers get moved while they are in lazy chunks then they can glitch through and fall out, so try to remember to turn the farm off before you leave, and wait for the redstone to stop completely. Theres also zombies, if there is any way to get the villagers they will find it, so keep an eye open for that too. Hope that helps.
Thank you very much for the advice!
So if I understand correctly, the extra golems should only spawn during the first phase after turning the factory on? I.e. when it's building itself. That would explain a lot.
This seems like a really silly question, but how exactly do you turn off the factory? I'm a little vague about the controls. Obviously I know that the button turns it on/starts the build sequence, but there wasn't any other explanation in the video. Does the lever do something different?
For villagers, I've seen one glitching out of the holding box too. Thanks for the explanation of why this may occur. I was playing on peaceful mode (my kids don't like fighting monsters), so if the villager got struck by lightning would he just have vaporised? I prefer the lightning explanation to the glitching, though, since it's easy to protect against lightning while glitching can't be controlled.
One more question: does the console limit of 50 villagers apply to the whole world, or just to an individual area? I'd like to breed some more villagers elsewhere (far away from my factory), but I'm worried what effect this may have on the villagers at the factory. It would be a pain if they despawned or disappeared.
Yes, you should only see extra golems during the building phase.
I'm having trouble remembering exactly how Will wired it up (my farm is my own design based on the same layout Will used) , but I think the lever and the button are on the same block. Flipping the lever on will shut the farm off if thats the case. The detector villagers should return to the front, and the sky access shutters should close, just like if you reset it with the button, but it will stay inoperable untill you turn the lever back off. If you do this every time you leave the area you will never loose a villager due to glitching. The problem occurs when the chunks the farm is in change from entity processing to lazy processing. If the pistons the villagers are standing on extend while the chunks are lazy processing (lpc) then the block moves but the villager does not because entities are not processed in lpc's, but redstone works fine.
Yes, the villager would simply die in peaceful mode if struck by lightning.
As for the villager cap, the hard cap applies to loaded areas only. So it is possible to have hundreds of villagers in a world and as long as there isn't more than 50 in one loaded area. Should you get more than 50 in one spot they may start to despawn slowly untill the number is less than or equal to 50. I say may because this seems to change from update to update, there have been times that other players have reported being able to store hundreds of villagers in one spot without any despawning, and some, including myself, have actually witnessed villagers despawn. I play it safe and keep the population at 50 or less in any one area. There is also a breeding cap, which is different from the hard cap. In a given loaded area villagers will stop reproducing when the population reaches 34. The hearts will continue to appear, but no more babies will be made. So, if your plan is villager powered crop farms and a trading center, etc then you will need to plan accordingly. I have one of unarybit's villager crop farms to feed my breeder, the breeder itself which contains 9 villagers (four breeding pairs and one detector villager), and then a sorting area where I unlock trades and decide if I want to keep the villagers my breeder makes. I have a seperate area 500 blocks away where I keep good farmers and I have four unarybit crop farms that produce crops to trade to the farmers to get emeralds/ mend tools and armor. I keep a couple clerics at my gold farm and at my general mob farm to get rid of the rotten flesh and get lapis and redstone, also out of render distance of the breeder. And finally I send librarians to the end where they live in Whitecoat Hall. Also my iron farm has 47 villagers in it. The point is, by spreading out my installations I can have lots of automatic crop farms, farmers to trade with, clerics to trade with, librarians that sell every enchanted book, and a 64 village iron farm that makes 2600 iron an hour, and I can breed more villagers any time I want to.
Hey guys so I built this farm and it does not seem to be working correctly, I start the farm and that will be the only time the villagers in Minecraft move, I don't know whether or not they are supposed to move more than once or what it is, and in the middle of the part where he is showing the main Redstone he says he forgot to show 2 Redstone torches blocks and a Redstone dust, I built the farm exactly the same as what I saw and for what I could hear about but I don't what those were
Can you post screenshots? I can help you get it working, but I gotta see your redstone. I need to see the area at the back where the clock and hopper chain are. From several angles if possible. Its probably something really simple.